Analyzing the Influence of Digital Comics on Student Motivation and Computer Hardware Comprehension using Structural Equation Modeling.pdf.json
DOI:
https://doi.org/10.23917/ieltech.v1i2.17492Keywords:
Digital Comics, Informatics Education, Learning Motivation, Material Mastery, PLS-SEM, Instructional MediaAbstract
Informatics education often struggles to convey abstract hardware concepts, necessitating innovative instructional media to enhance student engagement and comprehension. This study aims to evaluate the structural relationships between instructional strategies, digital comic media, student motivation, and material mastery using Partial Least Squares Structural Equation Modeling (PLS-SEM). A quasi-experimental one-group pre-test post-test design was employed, involving 36 seventh-grade students. Data were collected through cognitive tests and questionnaires measuring Learning Strategies (LS), Digital Comics Media (DCM), Learning Motivation (LM), and Computer Comprehension (CC). Descriptive and inferential analyses revealed a significant improvement in cognitive mastery, with mean scores rising from 71.15 to 92.3 (p = 0.001) and classical completeness surging from 57.70% to 88.46%. The PLS-SEM analysis demonstrated that both comic-based learning strategies (path coefficient = 0.606) and digital comic media (path coefficient = 0.482) significantly enhance learning motivation. Furthermore, learning motivation emerged as a massive predictor of computer comprehension (path coefficient = 0.789) and served as a significant mediator between the media intervention and technical mastery (path coefficient = 0.380). The findings highlight that while the visual narrative of digital comics captures initial attention, the structured pedagogical strategy is the dominant force in sustaining motivation. Ultimately, digital comics act as dynamic instructional catalysts that elevate academic performance when effectively paired with student-centered learning strategies.
Downloads
References
Alfurqan, A., Tamrin, M. H., Trinova, Z., & Zuhdiyah, Z. (2019). The Problematics of Islamic Religious Education Teacher In Using of Instructional Media at SD Negeri 06 Pancung Soal Pesisir Selatan. AL-TA LIM, 26(1), 56–64. https://doi.org/10.15548/jt.v26i1.526
Amrullah, M. K., Riwanda, A., Marsiah, M., & Wilailak, W. (2024). Elevating Arabic Speaking Skills: Plotagon and Digital Comics as Catalysts for Enhanced Learning Engagement and Proficiency. Al-Ta Rib Jurnal Ilmiah Program Studi Pendidikan Bahasa Arab IAIN Palangka Raya, 12(1), 17–32. https://doi.org/10.23971/altarib.v12i1.7564
Apostolou, D., & Linardatos, G. (2023). Cognitive Load Approach to Digital Comics Creation: A Student-Centered Learning Case. Applied Sciences, 13(13), 7896–7896. https://doi.org/10.3390/app13137896
Belsam. (2017). Visualizing Computer Programming in a Computer-based Simulated Environment. International Journal of Advanced Computer Science and Applications, 8(8). https://doi.org/10.14569/ijacsa.2017.080848
Caspersen, M. E., Gal‐Ezer, J., McGettrick, A., & Nardelli, E. (2024). European Digital Transformation Needs Indicators of Informatics Competence. ACM Inroads, 15(4), 74–81. https://doi.org/10.1145/3696791
Cook, T. D. (2015). Quasi‐Experimental Design. Wiley Encyclopedia of Management, 1–2. https://doi.org/10.1002/9781118785317.weom110227
Dewi, S., Surur, M., & Jaya, F. (2025). Enhancing informatics learning through android-based interactive media: A development study with the ADDIE model. ASATIZA Jurnal Pendidikan, 6(3), 234–249. https://doi.org/10.46963/asatiza.v6i3.2822
El‐Sherbeeny, A. M., Alsetoohy, O., Sheikhelsouk, S., Liu, S., & Kamar, M. A. (2024). Enhancing hotel employees’ well-being and safe behaviors: The influences of physical workload, mental workload, and psychological resilience. Oeconomia Copernicana, 15(2), 765–807. https://doi.org/10.24136/oc.3018
Granero‐Molina, J., & Cadorna, E. A. (2025). Enhancing Filipino Students’ Learning Outcomes in Physics Using Comic-Based Learning Materials. International Journal of Learning Teaching and Educational Research, 24(11), 185–204. https://doi.org/10.26803/ijlter.24.11.9
Hair, J. F., Risher, J. J., Sarstedt, M., & Ringle, C. M. (2019). When to use and how to report the results of PLS-SEM. European Business Review, 31(1), 2–24.
Henseler, J., Ringle, C. M., & Sarstedt, M. (2015). A new criterion for assessing discriminant validity in variance-based structural equation modeling. Journal of the Academy of Marketing Science, 43(1), 115–135.
Huang, Y., Rahman, A., & Yahaya, M. F. bin. (2024). Applying Comics as Learning Tools: A Thematic Review. International Journal of Academic Research in Progressive Education and Development, 13(3). https://doi.org/10.6007/ijarped/v13-i3/22072
Julita, R., & Isna, N. (2025). The Use Of English Animated Videos To Improve Students’ Motivation. Educatio, 20(2), 387–398. https://doi.org/10.29408/edc.v20i2.31866
Khoiri, N., Lilyani, F. S. T., & Wijayanto, W. (2024). E-comic as a media to build an understanding of newtons concepts. Momentum Physics Education Journal, 8(1), 154–165. https://doi.org/10.21067/mpej.v8i1.8478
Kogila, M., Ibrahim, A. B., & Zulkifli, C. Z. (2020). A Powerful of Digital Storytelling to Support Education and Key Elements from Various Experts. International Journal of Academic Research in Progressive Education and Development, 9(2). https://doi.org/10.6007/ijarped/v9-i2/7483
Laksana, S. D., Ariyanto, A., Tajab, Moh., Syam, A. R., & Sumaryanti, L. (2024). Comic Strip Media Assisted by Digital Gamification: Increasing Student Behavior Targets and User Engagement in the Learning Process. E3S Web of Conferences, 500, 5006–5006. https://doi.org/10.1051/e3sconf/202450005006
Lesmono, A. D., Bachtiar, R. W., Maryani, M., & Muzdalifah, A. (2018). The Instructional-Based Andro-Web Comics on Work and Energy Topic for Senior High School Students. Jurnal Pendidikan IPA Indonesia, 7(2), 147–153. https://doi.org/10.15294/jpii.v7i2.14245
Lu, K., Yang, H. H., Shi, Y., & Wang, X. (2021). Examining the key influencing factors on college students’ higher-order thinking skills in the smart classroom environment. International Journal of Educational Technology in Higher Education, 18(1). https://doi.org/10.1186/s41239-020-00238-7
Mamolo, L. A. (2022). Students’ evaluation and learning experience on the utilization of Digital Interactive Math Comics (DIMaC) mobile app. Advances in Mobile Learning Educational Research, 2(2), 375–388. https://doi.org/10.25082/amler.2022.02.006
Nafala, N. M. (2022). IMPLEMENTASI MEDIA KOMIK DALAM PEMBELAJARAN UNTUK MENINGKATKAN MOTIVASI BELAJAR SISWA. Al-Fikru Jurnal Pendidikan Dan Sains, 3(1), 114–130. https://doi.org/10.55210/al-fikru.v3i1.571
Natsir, T., Rasyid, A., & Bassey, S. A. (2023). The SAVI Learning Model and the 21st Century Skills: Developing Critical Thinking, Collaboration, and Creativity in Students Vocational High School. International Journal of Environment Engineering and Education, 5(1), 27–34. https://doi.org/10.55151/ijeedu.v5i1.96
O’Brien, H. L., & Toms, E. G. (2008). What is user engagement? A conceptual framework for defining user engagement with technology. Journal of the American Society for Information Science and Technology, 59(6), 938–955. https://doi.org/10.1002/asi.20801
Osman, I., Taib, N. M., Yazid, Z. A., Daud, S., & Othman, M. Z. (2024). Exploring the Usability and Engagement of Students in an Educational Board Game on Personal Financial Planning. Information Management and Business Review, 16, 76–85. https://doi.org/10.22610/imbr.v16i1(i).3662
Osmani, S., & Tartari, D. (2024). The Impact of Digital Technology on Learning and Teaching: A Case Study of Schools in Durrës, Albania. Journal of Educational and Social Research, 14(6), 193–193. https://doi.org/10.36941/jesr-2024-0165
Rahayu, N. S., Dhiaullah, M. H., & Marsha, A. (2023). Utilizing e-learning and user loyalty with user satisfaction as mediating variable in public sector context. International Journal of Data and Network Science, 7(3), 1341–1348. https://doi.org/10.5267/j.ijdns.2023.4.004
Reinita, R., Jannah, M., & Sandika, F. A. (2023). The practices of digital comic media based on the PBL model in elementary school. Jurnal Inovasi Teknologi Pendidikan, 10(2), 149–157. https://doi.org/10.21831/jitp.v10i2.58625
Rina, N., Suminar, J. R., Damayani, N. A., & Hafiar, H. (2020). Character Education Based On Digital Comic Media. International Journal of Interactive Mobile Technologies (iJIM), 14(3), 107–107. https://doi.org/10.3991/ijim.v14i03.12111
Rizkiyah, R., Nurkholis, N., & Setiana, D. (2025). The Effect of Using Digital Comics on Science Learning Outcomes of Grade VI SDN 1 Japurabakti. JURNAL ILMIAH GLOBAL EDUCATION, 6(4), 2370–2384. https://doi.org/10.55681/jige.v6i4.4471
Roberts, C. (2020). The implications of noncompliance for randomized trials with partial nesting due to group treatment. Statistics in Medicine, 40(2), 349–368. (33118193). https://doi.org/10.1002/sim.8778
Rutta, C. B., Schiavo, G., Zancanaro, M., & Rubegni, E. (2021). Comic-based Digital Storytelling for Content and Language Integrated Learning. Educational Media International, 58(1), 21–36. https://doi.org/10.1080/09523987.2021.1908499
Sairmaly, F. A. (2023). Human Capital Development and Economic Growth: A Literature Review on Information Technology Investment, Education, Skills, and Productive Labour. Jurnal Minfo Polgan, 12(1), 679–693. https://doi.org/10.33395/jmp.v12i1.12491
Sarris, K. (2025). Beyond the Panels: Comics as Tools for Learning. https://doi.org/10.31219/osf.io/vycbu
Suryatin, S., & Sugiman, S. (2019). Comic book for improving the elementary school students’ mathematical problem solving skills and self-confidence. Jurnal Prima Edukasia, 7(1), 58–72. https://doi.org/10.21831/jpe.v7i1.10747
Yadav, S. (2024). Enhancing Digital Competencies of Teachers. In Advances in educational marketing, administration, and leadership book series (pp. 109–134). IGI Global. https://doi.org/10.4018/979-8-3373-1692-5.ch005



